OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)
The only use we had for RAS_StorageIM was to render derived meshes using Blender's mesh drawing. This is now handled as a special case in RAS_OpenGLRasterizer instead of in RAS_StorageIM. We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment vertex arrays are still the default since our vertex array with display lists implementation is still much faster than our VBO code in a lot of cases. As we improve our VBO code, we can drop vertex arrays since Blender's minimum OpenGL version is being bumped up to 2.1, which supports VBOs.
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@@ -56,7 +56,7 @@ class RAS_ListRasterizer : public RAS_OpenGLRasterizer
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public:
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void RemoveListSlot(RAS_ListSlot* list);
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RAS_ListRasterizer(RAS_ICanvas* canvas, bool lock=false, int storage=RAS_AUTO_STORAGE);
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RAS_ListRasterizer(RAS_ICanvas* canvas, bool lock, RAS_STORAGE_TYPE storage);
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virtual ~RAS_ListRasterizer();
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virtual void IndexPrimitives(class RAS_MeshSlot& ms);
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